Seeing as some of Joker's skills are still not up to par with other classes on PvE and/or BSQ, I have some suggestions I thought of together with other players.
Seven
What I think:
This skill is good for canceling skills like Marionette, but the launch of it is an annoyance.
Not good on PvE because of people who don't like launched mobs.
Not good on BSQ because I don't want to launch people with high movement speed as they just jump out of the combo.
And it removes the Fever you stacked up when using Seven, which for the damage it does and the effect it gives is bad in my opinion.
What can be done:
Make a Level 3 non-launch version.
Remove the Fever-consume, so Jokers can still have the Fever after.
Remove the Fever Lv. 3 freeze on consume.
DPS / Tank choice
What I think:
Being a Tank is pretty nice on Joker, but I think he isn't picked as often as say a Dragon Knight for tanking. His damage is slow, not saying low, but slow in applying that to enemies. The question is how to change it so there's a choice. Mind Reading is a skill I rarely use, because it has a high cooldown and low duration as well as having its only use in the passive underneath that which applies some PDR/MDR.
What can be done:
Change Mind Reading into "Role Switch" and make it PvE only.
"Role Switch" on Level 4 (DPS) will give a good boost of ATK, but decrease defensive attributes.
"Role Switch" on Level 5 (Tank) will actually be the same as it is now.
"Role Switch" cooldown on 60 minutes to avoid abuse in dungeons.
To use the skill Dance of Protection and the Dex, Vit, Str, Int buffs, "Role Switch" on Level 5 is needed.
Remove the invisibility/see through effect.
Claw Mastery
What I think:
This passive is supposed to heighten damage, but right now it feels insignificant. So instead of flat ATK, why not give it ATK% increase? I have it on Lv. 9 and it does nothing for me as well as anyone else. Now that the idea of a "Role Switch" is there, this can be of better use, too.
What can be done:
On "Role Switch Lv. 4" (DPS) the Claw Mastery passive can give a 600% ATK bonus on Lv 10. Maybe 400% ATK on Claw Mastery Lv 5. Still open to suggestions.
On "Role Switch Lv. 5" (Tank) however the Claw Mastery passive doesn't apply.
Mega Drill
What I think:
I use it from time to time on BSQ on slow targets, because they can't roll out of it as easily, but never on PvE. Its damage is just insignificant to make it good on PvE, so I suggest a PvE version.
Regarding a PvP version I'd be satisfied with defense reduction as a debuff for 3 seconds on enemies or having a low damage amplifier, but ignoring a bit of defense on enemies.
What can be done:
PvE
Heighten the damage of it, nothing else, really.
PvP
Defense reduction debuff or ignore defense. Lower damage amplifier if ignoring defense.
Chain Hurricane Kick
What I think:
Used it on BSQ to have some bit of superarmor, but the damage it has is not worth mentioning. And seeing as it doesn't have much hit stun, it's not worth using either in most situations. What I like about it is that it's cancelable by using Seven, so you can mislead enemies as to how far the range of it goes. On PvE I don't use it. Doesn't have much clearing value with the damage it does now.
What can be done:
PvE
Increase damage.
PvP
Hitstun increase if that is possible.
Seven
What I think:
This skill is good for canceling skills like Marionette, but the launch of it is an annoyance.
Not good on PvE because of people who don't like launched mobs.
Not good on BSQ because I don't want to launch people with high movement speed as they just jump out of the combo.
And it removes the Fever you stacked up when using Seven, which for the damage it does and the effect it gives is bad in my opinion.
What can be done:
Make a Level 3 non-launch version.
Remove the Fever-consume, so Jokers can still have the Fever after.
Remove the Fever Lv. 3 freeze on consume.
DPS / Tank choice
What I think:
Being a Tank is pretty nice on Joker, but I think he isn't picked as often as say a Dragon Knight for tanking. His damage is slow, not saying low, but slow in applying that to enemies. The question is how to change it so there's a choice. Mind Reading is a skill I rarely use, because it has a high cooldown and low duration as well as having its only use in the passive underneath that which applies some PDR/MDR.
What can be done:
Change Mind Reading into "Role Switch" and make it PvE only.
"Role Switch" on Level 4 (DPS) will give a good boost of ATK, but decrease defensive attributes.
"Role Switch" on Level 5 (Tank) will actually be the same as it is now.
"Role Switch" cooldown on 60 minutes to avoid abuse in dungeons.
To use the skill Dance of Protection and the Dex, Vit, Str, Int buffs, "Role Switch" on Level 5 is needed.
Remove the invisibility/see through effect.
Claw Mastery
What I think:
This passive is supposed to heighten damage, but right now it feels insignificant. So instead of flat ATK, why not give it ATK% increase? I have it on Lv. 9 and it does nothing for me as well as anyone else. Now that the idea of a "Role Switch" is there, this can be of better use, too.
What can be done:
On "Role Switch Lv. 4" (DPS) the Claw Mastery passive can give a 600% ATK bonus on Lv 10. Maybe 400% ATK on Claw Mastery Lv 5. Still open to suggestions.
On "Role Switch Lv. 5" (Tank) however the Claw Mastery passive doesn't apply.
Mega Drill
What I think:
I use it from time to time on BSQ on slow targets, because they can't roll out of it as easily, but never on PvE. Its damage is just insignificant to make it good on PvE, so I suggest a PvE version.
Regarding a PvP version I'd be satisfied with defense reduction as a debuff for 3 seconds on enemies or having a low damage amplifier, but ignoring a bit of defense on enemies.
What can be done:
PvE
Heighten the damage of it, nothing else, really.
PvP
Defense reduction debuff or ignore defense. Lower damage amplifier if ignoring defense.
Chain Hurricane Kick
What I think:
Used it on BSQ to have some bit of superarmor, but the damage it has is not worth mentioning. And seeing as it doesn't have much hit stun, it's not worth using either in most situations. What I like about it is that it's cancelable by using Seven, so you can mislead enemies as to how far the range of it goes. On PvE I don't use it. Doesn't have much clearing value with the damage it does now.
What can be done:
PvE
Increase damage.
PvP
Hitstun increase if that is possible.